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- using { /Fortnite.com/Devices }
- using { /Verse.org/Simulation }
- using { /UnrealEngine.com/Temporary/Diagnostics }
- ClassTeleporter := class():
- @editable ClassDesigner : class_designer_device = class_designer_device{}
- @editable Teleporter : teleporter_device = teleporter_device{}
- mutator_fix_device := class(creative_device):
- @editable Muts : []mutator_zone_device = array{}
- @editable Trigs : []trigger_device = array{}
- @editable Classes : []ClassTeleporter = array{}
- TrigAwait(Trig:trigger_device, Index:int)<suspends>:void=
- loop:
- Trig.TriggeredEvent.Await()
- if:
- Mut:=Muts[Index]
- then:
- loop:
- Agents:=Mut.GetAgentsInVolume()
- Print("{Agents.Length}")
- if(not Agents[0]):
- break
- else:
- for(Agent:Agents):
- for (Class:Classes):
- if(Class.ClassDesigner.IsOfClass[Agent]):
- Class.Teleporter.Teleport(Agent)
- Sleep(0.0)
- OnBegin<override>()<suspends>:void=
- for(Index -> Trig:Trigs):
- spawn. TrigAwait(Trig, Index)
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